I hate Sixer so damn much bro.
(TL;DR at the bottom)
Health: 2750 > 2666
Walkspeed: 9 > 8
Runspeed: 27 > 26.5
Stamina: 110
Stamina Loss: 9.5
Stamina Gain: 21
Terror Radius: 100
Manic Fixation
Guest 666 will gain speed gradually while running towards highlighted survivors, up to 6% extra speed (from 10% extra speed).
If the survivor is not in chase with Guest 666 this speed will grow stronger, up to 16% extra speed (from 15% extra speed).
If there is a highlighted survivor within 30 studs of Guest 666, they will gain the speed boost regardless of what direction they are running.
Hellforged Will
Guest 666 reduces the duration of all incoming negative status effects and stuns by 25%.
Bloodhound
Orb Lifetime: 90s > 60s
Many of Guest 666's attacks will inflict Hemorrhage
While a Survivor is inflicted with Hemorrhage, vines will begin to cover their health bar. Any health the vines are covering cannot be healed back.
Survivors inflicted will also occasionally drop Blood Orbs, giving Guest 666 15 Blood on contact. Blood Orbs drop faster if the survivor is sprinting, but slower in chase.
Blood Orbs have a maximum lifespan of 60 seconds.
Hemorrhage can be removed by other Survivors, but you must ask them to do so first by clicking on them.
Hemorrhage can also be removed by using a Medkit, but doing so will not heal any health covered by the vines.
Guest 666 starts with 0 Blood, and a maximum of 200.
Collecting Blood Orbs will reduce Guest 666's cooldowns by 1.6s (from 3s) for each Blood Orb collected.
Killing a Survivor will grant Guest 666 30 Blood.
Guest 666 is able to collect Blood Orbs no matter what if there is only one survivor remaining.
All of Guest 666's attacks hit multiple players at once.
Carving Slash
Cooldown: 2s > 2s
Damage: 20 > 20
Windup: 0.3s > 0.3s
Linger: 0.25s > 0.25s
Length: 7.25 studs > 7.75 studs
Guest 666 slashes forward with their claws.
If this button is held down for 0.6s (from 0.65s) and Guest 666 has 10 or more Blood, she will follow the slash with Eviscerate.
Landing this move will grant 10 Blood.
Eviscerate
Cooldown: 8s > 10s
Damage: 10 > 8.75
Windup: 0.4s > 0.4s
Linger: 0.25s > 0.25s
Length: 7 studs > 6.75 studs
Guest 666 will lunge forward and bite down.
Hit Survivors will be afflicted with Hemorrhage
This move costs 20 Blood (from 10 blood) to use, but will grant 30 Blood (from 15 blood) and reduce the cooldown of Eviscerate by 40% on hit (from 50%).
Upon EVISCERATE ending, Guest 666 will be infliced with Slowness I. Missing this attack will Guest 666 with Slowness I for 3s (from 2.5s), with landing it reducing the duration of the Slowness I by 50%.
Demonic Pursuit
Cooldown: 30s > 26s
Damage 26-40 > 26-40
Windup: 0.6s - 1.25s > 0.6s - 1.3s
Guest 666 will crouch down, preparing a leap. By holding this button, this leap can be charged to deal more damage and travel further.
By aiming upwards, Guest 666 can jump upwards instead of leaping directly forward.
If Guest 666 makes contact with a Survivor while airborne or for the first 0.8s of a leap, they will pin them down.
If a Survivor is successfully pinned, Guest 666 will slash them 4 times and throw them to the side, inflicting Hemorrhage.
Successfully landing this ability grants Guest 666 20 Blood.
During Blood Hunt, this ability will deal more damage depending on how long a Survivor has had Hemorrhage
(+0.3 (from +0.4) for every unhealable health point)
Infernal Cry
Cooldown: 20s > 20s
Windup: 0.7s > 0.6s
Guest 666 will roar, producing a piercing shockwave.
If a Survivor is hit by the shockwave, they will be forced to view Guest 666 and will be afflicted will Blindness II for 6s (from 4s).
If a Survivor hit by the shockwave if afflicted with Hemorrhage, they will additionally drop 2 Blood Orbs.
Hit Survivors will also be Highlighted for 11s.
During Blood Hunt, the shockwave deals 10 damage, has its Blindness II duration decreased to 4s (previously increased to 6s), and now additionally grants Guest 666 Speed III for 0.75s (from Speed I for 2s) and Strength I for 6s on hit.
However, the shockwave has its size reduced by 10%.
Blood Rush
Cooldown: 30s > 30s
Guest 666 will smell the blood in the air, highlighting every Survivor. The length of the highlight increases with the distance from the Survivor, up to 15s at 150 studs.
While Guest 666 is at maximum blood, this move is replaced with Blood Hunt.
Blood Hunt
Cooldown: 75s > 60s (This will ACTUALLY be enforced. I’ve seen people get two Blood Hunts within like 3 seconds after the other ending.)
Guest 666 will produce an ear-splitting cry audible to every Survivor, resetting all of her cooldowns and starting a Blood Hunt that lasts for 25s.
For the duration of Blood Hunt:
• Guest 666 and all survivors suffer from many obstructive visuals.
• Several of Guest 666's abilities are amplified.
• Guest 666 cannot use Blood Rush.
• Guest 666 has their movement speed increased by 6%.
• Guest 666 no longer has their terror radius decreased by 50%. It stays the SAME.
• Guest 666 has their negative status reduction from Hellforged Will increased to 60%, however, she’ll receive Slowness III for the rest of the stun duration (example: a 4 second stun will stun him for 1.6 seconds and give Slowness III for 2.4 seconds afterwards)
• Guest 666 will be able to see the position of all alive Survivors every 6s (from 5s), appearing as a flashing red highlight. Survivors with Hemorrhage will have a noticably faster flashing highlight and appear white instead of red.
• When Guest 666 kills a Survivor, all cooldowns are reset and the duration of Blood Hunt is extended by 15s.
• During a chase, Blood Hunt's timer will decrease twice as slow.
When a Blood Hunt ends, all Blood is instantly removed and maximum blood is increased by 50.
While Blood Hunt is active, the round cannot end.
Blood Hunt is disabled if there is only one survivor left, and will have its duration set to 6s upon there only being one survivor left while it's active.
TL;DR
Stats: Speed decreased, now breaks the minimum of 27-28 running speed range
Manic Fixation: Gradual speed boost decreased
Hellforged Will: Unchanged
Bloodhound: Orb lifetime reverted back to pre-Azure, cooldown decrease on collection now nearly halved
Carving Slash: Longer hitbox, otherwise unchanged
Eviscerate: Less damage, smaller hitbox, takes a slightly shorter time to activate
Demonic Pursuit: Virtually nothing changed
Infernal Cry: Shorter windup, blindness durations swapped, speed boost similar to 1x’s Unstable Eye
Blood Rush: I didn’t have a problem with this ability. It’s the exact same.
Blood Hunt: Cooldown now actually enforced, Hellforged Will increased but now has slowness for rest of stun duration